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Make MT_PUMA not hurt players' ears when placed in groups or loading the map (new functionality for A_PlaySound)
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3 changed files with 8 additions and 5 deletions
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@ -3594,7 +3594,7 @@ state_t states[NUMSTATES] =
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// Puma (Mario fireball)
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{SPR_PUMA, FF_FULLBRIGHT|2, 1, {A_FishJump}, 0, MT_PUMATRAIL, S_PUMA_START2}, // S_PUMA_START1
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{SPR_PUMA, FF_FULLBRIGHT|2, 1, {A_PlaySound}, sfx_s3k70, 1, S_PUMA_UP1}, // S_PUMA_START2
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{SPR_PUMA, FF_FULLBRIGHT|2, 1, {A_PlaySound}, sfx_s3k70, 1 + (1<<16), S_PUMA_UP1}, // S_PUMA_START2
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{SPR_PUMA, FF_FULLBRIGHT , 2, {A_FishJump}, 0, MT_PUMATRAIL, S_PUMA_UP2}, // S_PUMA_UP1
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{SPR_PUMA, FF_FULLBRIGHT|1, 2, {A_FishJump}, 0, MT_PUMATRAIL, S_PUMA_UP3}, // S_PUMA_UP2
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{SPR_PUMA, FF_FULLBRIGHT|2, 2, {A_FishJump}, 0, MT_PUMATRAIL, S_PUMA_UP1}, // S_PUMA_UP3
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@ -8416,8 +8416,8 @@ void A_ChangeAngleAbsolute(mobj_t *actor)
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//
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// var1 = sound # to play
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// var2:
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// 0 = Play sound without an origin
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// 1 = Play sound using calling object as origin
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// lower 16 bits = If 1, play sound using calling object as origin. If 0, play sound without an origin
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// upper 16 bits = If 1, do not play sound during preticker.
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//
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void A_PlaySound(mobj_t *actor)
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{
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@ -8428,7 +8428,10 @@ void A_PlaySound(mobj_t *actor)
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return;
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#endif
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S_StartSound(locvar2 ? actor : NULL, locvar1);
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if (leveltime < 2 && (locvar2 >> 16))
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return;
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S_StartSound((locvar2 & 65535) ? actor : NULL, locvar1);
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}
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// Function: A_FindTarget
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@ -506,7 +506,7 @@ sfxinfo_t S_sfx[NUMSFX] =
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{"s3k6d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
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{"s3k6e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Mechanical damage"},
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{"s3k6f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"},
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{"s3k70", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Burst"},
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{"s3k70", true, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Burst"},
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{"s3k71", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Basic Shield"},
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{"s3k72", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Movement"},
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{"s3k73", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Warp"},
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